/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Level_H__ #define _Level_H__ #include "OrxonoxPrereqs.h" #include #include #include #include "core/BaseObject.h" #include "network/synchronisable/Synchronisable.h" #include "core/object/Context.h" #include "graphics/MeshLodInformation.h" namespace orxonox { class ScriptableController; class _OrxonoxExport Level : public BaseObject, public Synchronisable, public Context { public: Level(Context* context); virtual ~Level(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; void playerEntered(PlayerInfo* player); void playerLeft(PlayerInfo* player); MeshLodInformation* getLodInfo(std::string meshName) const; private: void registerVariables(); void addObject(BaseObject* object); BaseObject* getObject(unsigned int index) const; void addLodInfo(MeshLodInformation* object); void networkCallbackTemplatesChanged(); // const MeshLodInformation* getLodInfo(std::string meshName) const; // MeshLodInformation* getLodInfo(unsigned int index) const; void setPluginsString(const std::string& pluginsString); inline const std::string& getPluginsString() const { return this->pluginsString_; } void unloadPlugins(); void setGametypeString(const std::string& gametype); inline const std::string& getGametypeString() const { return this->gametype_; } void networkcallback_applyXMLFile(); inline void setScript(const std::string &script) { this->level_script_ = script; } std::string pluginsString_; std::list plugins_; std::string gametype_; std::string xmlfilename_; XMLFile* xmlfile_; std::list objects_; std::map lodInformation_; std::unique_ptr controller_; std::string level_script_; }; } #endif /* _Level_H__ */